Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Locked thread
Narsham
Jun 5, 2008

Theantero posted:

I should be able to kill either the Von Luckner or the Brutus by myself this turn, especially if I focus with the Battlemaster. I feel like the Von Luckner is the more dangerous of the two. I can always nominate called shots on the Brutus as a contingency.

I'll definitely be revisiting the Von Luckner for another round of PPC fire.

So, compatriots, based on PTN's response I'd say it's marginal. Waiting until next turn isn't quite as attractive as I thought now that I noticed the minimum range on the AC/5s. There's multiple targets in short range this turn. Having the turrets active could disrupt the heavy lance's advance briefly as they may be reluctant to step into the fire zone, not because the turrets are so nasty but because they can't be certain there's not another trap awaiting them.

Adbot
ADBOT LOVES YOU

Gwaihir
Dec 8, 2009
Hair Elf
If they stall the enemy force in a relative sweet spot for you guys and let the tanks get finished off/wittled down that's a pretty decent win. You didn't really want any of those slabs of armor trundling through the gate first.

Technowolf
Nov 4, 2009




Gwaihir posted:

You're overheating enough to get MP penalties at this point- Just be careful not to fire both ERMLs so you can sink off some of that heat. Maybe even hold off on both of them if you are planning to unload with the TSEMPs next turn.

Just going to fire off the LRMs. Those and walking should get me to 0 heat next turn.

Psion posted:

the objectives are to get as many kills as you can, really - I'd say kill chasing is probably a better idea here than in most scenarios. Make the Brutus explode. Make everything explode.

That's why I want to go after the Huron Warrior - 7 CT armor is almost too good to pass up.

Theantero
Nov 6, 2011

...We danced the Mamushka while Nero fiddled, we danced the Mamushka at Waterloo. We danced the Mamushka for Jack the Ripper, and now, Fester Addams, this Mamushka is for you....
Well, I decided to attack the Von Luckner with called shots on the front armor of the immobilized Brutus as a contingency. If any of you folk vehemently disagree, feel free to try and convince me otherwise before the deadline strikes.

Also, I feel this might be a good turn to activate the turrets.

Gwaihir
Dec 8, 2009
Hair Elf
I'd probably just primary the Brutus with your gauss and lasers I think. Yea, the lasers are at max range, but they should still poo poo on 4s. (4 base + 4 range - 4 Immobilized target).

(Ask PTN or someone else to double check range though- I'm really bad at counting it up. I think the Brutus is at range 12 from you, but I'm not sure.)

e: The Battlemaster and the Turret closest to the base can probably kill the Von Luckner while the two left side guys can try and put down the Huron Warrior.
Hmmm although the Gauss Demolisher has no move mod and is I think in medium range of the Viking... Decisions decisions. That's a really damned tempting target. It has a big pile of armor, but if you mobility kill it outside the compound then it's totally useless.

Gwaihir fucked around with this message at 22:55 on Oct 5, 2015

Theantero
Nov 6, 2011

...We danced the Mamushka while Nero fiddled, we danced the Mamushka at Waterloo. We danced the Mamushka for Jack the Ripper, and now, Fester Addams, this Mamushka is for you....
The only surefire way for the Battlemaster to kill the Von Luckner by itself is if it hits the front with both of its PPCs. It will be relying on crits otherwise.

Wafflecopper
Nov 27, 2004

I am a mouth, and I must scream

Gwaihir posted:

they should still poo poo on 4s.

:laugh:

freudian slip?

Back Hack
Jan 17, 2010


PoptartsNinja posted:

The Capellans can target them now, they just have more important targets.

How they respond to the turrets will likely depend on how disruptive the turrets are.

Do not listen to this man, he is your enemy. Unless of course that what he wants you to think and is using reverse psychology to trick you into not activating those turrets. Course, what if he knows that you know that and that's actually what he wants you to think, in which case you should...


I'm onto your little mind games you puppet-master, you! :argh:

Back Hack fucked around with this message at 23:39 on Oct 5, 2015

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat
I am? :saddowns:

Narsham
Jun 5, 2008

Theantero posted:

Well, I decided to attack the Von Luckner with called shots on the front armor of the immobilized Brutus as a contingency. If any of you folk vehemently disagree, feel free to try and convince me otherwise before the deadline strikes.

Also, I feel this might be a good turn to activate the turrets.

I agree. The extra fire on the Von Luckner may be needed, too. PTN, I assume we need to send you PMs to activate the turrets?

Olothreutes
Mar 31, 2007

So the turrets will nail the Von Luckner, the Brutus, and the Cataphract this turn if you activate them. Doesn't seem too bad, excepting the pristine armor on the cataphract. And you potentially gently caress with their movement for a turn or two, locking them up inside a nice range bracket.

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat

Narsham posted:

I agree. The extra fire on the Von Luckner may be needed, too. PTN, I assume we need to send you PMs to activate the turrets?

Indeed.

And I need at least two people to do so, for fairness sake.

Dr. Despair
Nov 4, 2009


39 perfect posts with each roll.

Just caught up with 2 years of posts, and I gotta say, glad crabs are still awesome and also glad to have seen all the dead elementals.

Technowolf
Nov 4, 2009




Just sent my orders in: backing up to 0629, firing on the Huron Warrior, and asking to activate the turrets.

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat
Laager: Tactical Update 7

Demi-Precentor Pradhan stood at ease as he gazed out the large transplex windows atop the turret control tower. It was a shame ComStar’s last bastion on Abadan had been left incomplete. He should’ve had a dozen turrets on all sides of various types and enough overlapping fields of fire to daunt a full battalion. Instead he had three, not counting the interior defenses, and a tower intended for a dozen technicians that could be operated by a single determined man. The tower’s targeting system was simple enough: a neurohelmet let him feed targets directly to an up-scaled version of a BattleMech’s DI computer and that same computer handled the rest. He could’ve even left the system on automatic if it weren’t for the DI computer’s tendency to fixate on certain targets and continue tracking and firing on them even after they’d moved out of range.

Demi-Precentor Pradhan wasn’t too picky. As long as he made sure the computer fired on targets it could actually hit he’d let it have its way. The Capellan Confederation’s inexorable advance showed their determination to simply overrun the facility’s defenders. They had a numerical advantage even if most of their machines were slow, and if they attacked aggressively enough the ComGuard `Mechs wouldn’t be able to put them down fast enough.

One of the enemy’s tanks rolled to a stop less than thirty meters from one of the still inactive turrets, its PPCs firing a hasty shot that passed less than a meter over the Catapult’s head. Well, it wasn’t like there was much point delaying further and the computer couldn’t ask for an easier shot than that. Pradhan raised a hand, brushing his control lectern and bringing the turrets out of standby.

ComStar had let slip that the massive power generator they’d installed was simply too much for their incomplete and never-to-be-finished turret grid to handle and that the gun emplacements were more a show to deter pirates than a real defensive tool. That they’d turned around and sold much of the excess power to cities hundreds of kilometers away had lent credence to those rumors, if they didn’t need the power for their turrets they might as well make some money on it. With the press of a button, the Demi-Precentor opened those circuits, cutting power to much of the east coast. The loss of access to ComStar’s generator would undoubtedly overwhelm civilian facilities resulting in rolling brown-outs or worse if the Capellan Confederation’s ill-trained technicians let any of their power plants go critical.

Pradhan didn’t care, ComStar needed that power more. The sudden surge fast-charged an array of capacitors buried in the earth beneath each turret. The capacitors were hardly needed for the turret mechanisms, and a light autocannon required so little power to command it was a wonder anyone had believed ComStar’s ruse in the first place. One didn’t need a generator capable of powering half a continent for a turret grid, and light autocannons were hardly an adequate defense.

The turret status flashed green as the capacitors beneath reached full charge and dumped their power directly into the carefully disguised weapon ComStar had always pretended were simple autocannons. The turrets sparked as they fired, venting static and flooding the electromagnetic spectrum with omnidirectional noise that would’ve looked to a casual observer like they’d simply been overwhelmed by the excess power and shut down. The shots they fired were nearly invisible to the naked eye, a faint shimmer likely lost in the flashy degaussing. Only Pradhan and the other ComGuards would’ve had a good view of the fusillade, their computers would recognized the telltale discharge of a Tight-Stream EMP and ‘paint’ a beam on the inside of their neurohelmets to properly display the shots. With no frame of reference, the Capellans wouldn’t have the same luxury.

Demi-Precentor Pradhan smiled. Five hits and six shots, and at least one Cataphract pilot who’d be wondering what the hell had gone wrong with his machine. Better still the Capellans might not have even realized the turrets were firing on them. They weren’t fools and it wouldn’t take long before they came to associate the “overloading” of the turrets with their machines shutting down but for now, unless someone had been watching very closely, ComGuard still had surprise on their side.








Shooting Phase
BattleMaster (Player)
- Fires ER PPC at Von Luckner (4 base + 2 range + 0 movement + 1 enemy movement = 7): rolled 3, miss!
- Fires ER PPC at Von Luckner (4 base + 2 range + 0 movement + 1 enemy movement = 7): rolled 5, miss!
- Gains 30 heat, sinks 34

Viking (Player)
- Fires Artemis IV LRM-20 at Brutus (PPC) (4 base + 2 range + 1 movement + 1 enemy movement = 8): rolled 8, 16 missiles hit Front (52/57 armor remaining), Front (47/57 armor remaining), Front (42/57 armor remaining), Front (41/57 armor remaining)!
- Fires Artemis IV LRM-15 at Brutus (PPC) (4 base + 2 range + 1 movement + 1 enemy movement = 8): rolled 6, miss!
- Fires Artemis IV LRM-15 at Brutus (PPC) (4 base + 2 range + 1 movement + 1 enemy movement = 8): rolled 7, miss!
- Gains 17 heat, sinks 20

Catapult II (Player)
- Fires LRM-20 at Huron Warrior (4 base + 2 range + 1 movement + 1 enemy movement = 8): rolled 6, miss!
- Fires LRM-20 at Huron Warrior (4 base + 2 range + 1 movement + 1 enemy movement = 8): rolled 6, miss!
- Gains 13 heat, sinks 20!

Legacy (Player)
- Torso-twists to threaten hex 1928!
- Fires Gauss Rifle at Von Luckner (4 base + 2 range + 0 movement + 1 enemy movement = 7): rolled 8, hit Front (0/41 armor, 0/8 structure remaining)! Vehicle destroyed!
- Fires Gauss Rifle at Von Luckner (4 base + 2 range + 0 movement + 1 enemy movement = 7): rolled 11, hit Front (TAC!)!
- Fires ER Medium Laser at Von Luckner (4 base + 4 range + 0 movement + 1 enemy movement = 9): rolled 5, miss!
- Fires ER Medium Laser at Von Luckner (4 base + 4 range + 0 movement + 1 enemy movement = 9): rolled 6, miss!
- Fires Streak SRM-2 at Von Luckner (4 base + 4 range + 0 movement + 1 enemy movement = 9): rolled 2, fails to lock-on!
- Gains 12 heat, sinks 20

“Light Autocannon” Turret 1020
- Fires TSEMP at Brutus (PPC) (5 base + 0 range + 0 movement + 1 enemy movement = 6): rolled 12, hit!
- Fires TSEMP at Brutus (PPC) (5 base + 0 range + 0 movement + 1 enemy movement = 6): rolled 6, hit!

“Light Autocannon” Turret 1625
- Fires TSEMP at Brutus (5 base + 2 range + 0 movement + 1 enemy movement = 8): rolled 7, miss!
- Fires TSEMP at Brutus (5 base + 0 range + 0 movement + 1 enemy movement = 6): rolled 10, hit!

“Light Autocannon” Turret 2021
- Fires TSEMP at Cataphract (5 base + 0 range + 0 movement + 2 enemy movement = 7): rolled 10, hit!
- Fires TSEMP at Cataphract (5 base + 0 range + 0 movement + 2 enemy movement = 7): rolled 6, miss!

Lao Hu
- Fires ER Large Laser at Gate 1628 (4 base + 4 range + 2 movement - 4 enemy movement = 6): rolled 8, hit (80/140 CF Remaining)!
- Fires LRM-15 at Gate 1628 (4 base + 4 range + 2 movement - 4 enemy movement = 6): rolled 10, 6 missiles hit (74/140 CF remaining)!
- Gains 14 heat, sinks 20!

Cataphract
- Fires ER PPC at Legacy (4 base + 2 range + 2 movement + 0 enemy movement + 1 partial cover = 9): rolled 11, hit head! Edge burned!
- - hit Left Torso (17/27 armor remaining)!
- Fires LB 10-X Autocannon (Slug) at Legacy (4 base + 2 range + 2 movement + 0 enemy movement + 1 partial cover = 9): rolled 5, miss!
- Gains 19 heat, sinks 32!

Archer
- Fires Artemis LRM-15 at Gate 1628 (4 base + 4 range + 2 movement - 4 enemy movement = 6): rolled 4, miss!
- Fires Artemis LRM-15 at Gate 1628 (4 base + 4 range + 2 movement - 4 enemy movement = 6): rolled 9, 15 missiles hit (59/140 CF remaining)!
Gains 14 heat, sinks 24!

Rifleman II
- Holds fire!

Huron Warrior
- Fires Gauss Rifle at Viking (4 base + 2 range + 1 movement + 1 enemy movement + 1 partial cover = 9): rolled 6, miss!
- Gains 2 heat, sinks 11!

Snake
- Torso-twists to threaten hex 0917!
- Fires LB-10X Autocannon (Slug) at Catapult (4 base + 2 range + 2 movement + 1 enemy movement + 1 partial cover = 10): rolled 8, miss!
- Gains 4 heat, sinks 22!

Helios
- Fires Gauss Rifle at Legacy (4 base + 2 range + 2 movement + 1 partial cover = 9): rolled 8, miss!

Wolverine
- Fires ER Large Laser at Gate 1628 (4 base + 4 range + 2 movement - 4 enemy movement = 6): rolled 10, hit (51/140 CF remaining)!
- Gained 14 heat, sinks 24!

Von Luckner
- Fires Autocannon/20 at Gate 1628 (4 base + 4 range + 2 movement - 4 enemy movement = 6): rolled 9, hit (31/140 CF remaining)!
- Fires SRM-6 at Gate 1628 (4 base + 4 range + 2 movement - 4 enemy movement = 6): rolled 7, 2 missiles hit (27/140 CF remaining)!
- Fires SRM-6 at Gate 1628 (4 base + 4 range + 2 movement - 4 enemy movement = 6): rolled 7, 4 missiles hit (19/140 CF remaining)!
- Fires SRM-4 at Gate 1628 (4 base + 4 range + 2 movement - 4 enemy movement = 6): rolled 8, 3 missiles hit (13/140 CF remaining)!

Brutus
- Fires Large Laser at Gate 1628 (4 base + 2 range + 0 movement - 4 enemy movement = 4): rolled 9, hit (5/140 CF remaining)!
- Fires Large Laser at Gate 1628 (4 base + 2 range + 2 movement - 4 enemy movement = 4): rolled 8, hit (0/140 CF remaining)! Gate breached!
- Fires LRM-20 at Gate 1628 (4 base + 2 range + 2 movement - 4 enemy movement = 4): rolled 8, 12 missiles hit!

Brutus (PPC)
- Fires PPC at Catapult II (4 base + 2 range + 1 movement + 1 enemy movement + 1 partial cover = 9): rolled 5, miss!
- Fires PPC at Catapult II (4 base + 2 range + 1 movement + 1 enemy movement + 1 partial cover = 9): rolled 3, miss!

Demolisher (Gauss)
- Fires Gauss Rifle at Viking (4 base + 2 range + 1 movement + 1 enemy movement + 1 partial cover = 9): rolled 11, hit Right Leg (damage blocked)!
- Fires Gauss Rifle at Viking (4 base + 2 range + 1 movement + 1 enemy movement + 1 partial cover = 9): rolled 9, hit Right Leg (damage blocked)!



End Phase
Brutus (PPC)
- Vehicle Shutdown chance: rolled 5, no effect!
- Vehicle Shutdown chance: rolled 6 + 1 second hit = 7, Brutus (PPC) suffers heavy interference!

Brutus
- Vehicle Shutdown chance: rolled 8, vehicle shuts down!

Cataphract
- Shutdown chance: rolled 10, shuts down!



Next Turn’s Movement Phase
Wolverine
- Activates MASC!








Player Status:




Allied Status




Opposing Force Status:




Mission Objective:
- Hurt them (1/3)
- - Hurt them more (0/6)
- - - Teach them the Word (0/9)

Secondary Objectives:
- Defend the Turret Control Tower (0/1)
- Defend the Administration Building (0/1)
- Keep enemy `Mechs out of the `Mechbay (0/1)



Special Rules:
Construction Zones – Unless the hex states otherwise, all construction zones count as light woods.

Reload Point – ComStar’s technicians are very motivated and have six tons of LRM reloads available. They can reload 2 tons of LRM ammo per turn spent inside the Mechbay. The Legacy isn’t built for quick reloads, but the technicians may be able to supply it with one additional ton of gauss rifle ammo. If only one `Mech is in the Mechbay the technicians will also replace damaged armor plates, restoring the armor on all damaged sections up to the nearest multiple of 5. If a section is already at a multiple of five, its armor cannot be restored.

Hidden Assets – The light autocannon turrets are currently in low-power standby mode. ComStar has always maintained up rumors that the power grid supporting them is incomplete or somehow insufficient to power them. They will not open fire until at least two players request their activation on the same turn. This deception may be detected by enemy units with a Beagle Active Probe.



Orders Due: Midnight Saturday!

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat
I hope nobody actually thought I was going to make the players try to hold this off with only 420 BV of AC/5s backing them up. :haw:

Night10194
Feb 13, 2012

We'll start,
like many good things,
with a bear.

Wait. The turrets were TSEMPs?

Haha, that's awesome.

jng2058
Jul 17, 2010

We have the tools, we have the talent!





Heh, nice surprise. Well, you've got a shut down Cat just sitting there begging to die. Why not oblige him?

DivineCoffeeBinge
Mar 3, 2011

Spider-Man's Amazing Construction Company
Oooooooooooo, that's nice. TSEMPs for everyone!

Ardlen
Sep 30, 2005
WoT



Nice! ComStar is just full of tricks.

Ice Fist
Jun 20, 2012

^^ Please send feedback to beefstache911@hotmail.com, this is not a joke that 'stache is the real deal. Serious assessments only. ^^

We're in full :pcgaming: mode here

Artificer
Apr 8, 2010

You're going to try ponies and you're. Going. To. LOVE. ME!!
Shoot the Cataphract. SHOOT THE CATAPHRACT.

goatface
Dec 5, 2007

I had a video of that when I was about 6.

I remember it being shit.


Grimey Drawer
That Wolverine is going to be in your base, killing your doods next turn.

Alchenar
Apr 9, 2008

AHAHAHAHAHAHA.

That's brilliant.

Artificer
Apr 8, 2010

You're going to try ponies and you're. Going. To. LOVE. ME!!
Oh man that loving Wolverine. I dunno guys you really gotta start landing more hits. Especially now that we've lost 2 points of edge.

Ice Fist
Jun 20, 2012

^^ Please send feedback to beefstache911@hotmail.com, this is not a joke that 'stache is the real deal. Serious assessments only. ^^

Space AT&T pretending to sell their power generators all over the planet but in reality leaving them linked to the base's power grid and then draining power from an entire continent to turn on the fun while risking brown outs or meltdowns is basically :black101: / :commissar:

Great fluff!

Scintilla
Aug 24, 2010

I BEAT HIGHFORT
and all I got was this
jackass monkey
Problem, Capellans? :troll:

AtomikKrab
Jul 17, 2010

Keep on GOP rolling rolling rolling rolling.

:getin: So there is this cataphract just BEGGING to die right now.

Psion
Dec 13, 2002

eVeN I KnOw wHaT CoRnEr gAs iS
ahahahahah yes

YESSSSSSSSSS

Ice Fist
Jun 20, 2012

^^ Please send feedback to beefstache911@hotmail.com, this is not a joke that 'stache is the real deal. Serious assessments only. ^^

Sooooooo... those "SRM Launchers" guarding the gate....

:allears:

The Merry Marauder
Apr 4, 2009

"But she goes not abroad, in search of monsters to destroy. She is the well-wisher to the freedom and independence of all. She is the champion and vindicator only of her own."

Ice Fist posted:

Sooooooo... those "SRM Launchers" guarding the gate....

Infernos.

If they get that far inside the Sanctuary of the Blessed Blake, bathe them all in sacred flames.

goatface
Dec 5, 2007

I had a video of that when I was about 6.

I remember it being shit.


Grimey Drawer
Tactical nukes.

Gwaihir
Dec 8, 2009
Hair Elf
Weren't the turrets Gunnery 4 in the previous update? Or are they G5 now to reflect the TSEMP "you just fired byebye aim next turn" penalty?

That was some bad rear end fluff for this turn too, drat!


So, players, the Cataphract has both tissue paper left and right torso armor, and an XL engine + ammo in the RT. You know what to do!!

Olothreutes
Mar 31, 2007

PoptartsNinja posted:

ComStar had let slip that the massive power generator they’d installed was simply too much for their incomplete and never-to-be-finished turret grid to handle and that the gun emplacements were more a show to deter pirates than a real defensive tool. That they’d turned around and sold much of the excess power to cities hundreds of kilometers away had lent credence to those rumors, if they didn’t need the power for their turrets they might as well make some money on it. With the press of a button, the Demi-Precentor opened those circuits, cutting power to much of the east coast. The loss of access to ComStar’s generator would undoubtedly overwhelm civilian facilities resulting in rolling brown-outs or worse if the Capellan Confederation’s ill-trained technicians let any of their power plants go critical.

Just a nitpick, but nuclear power plants WANT to be critical. The bad state is super critical (technically prompt super critical is the really bad one but every nuclear plant in the world is designed so that can't happen).

AtomikKrab
Jul 17, 2010

Keep on GOP rolling rolling rolling rolling.

Olothreutes posted:

Just a nitpick, but nuclear power plants WANT to be critical. The bad state is super critical (technically prompt super critical is the really bad one but every nuclear plant in the world is designed so that can't happen).

These are fusion plants and not fission though, and battletech runs off pure distilled 80s.

Ice Fist
Jun 20, 2012

^^ Please send feedback to beefstache911@hotmail.com, this is not a joke that 'stache is the real deal. Serious assessments only. ^^

Stackpole nuclear power plants everywhere

Viva Miriya
Jan 9, 2007

PoptartsNinja posted:

I hope nobody actually thought I was going to make the players try to hold this off with only 420 BV of AC/5s backing them up. :haw:

As soon as I read the description I just bust out laughing HAHAHAHAHAHAHAHAHA

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat

Gwaihir posted:

Weren't the turrets Gunnery 4 in the previous update? Or are they G5 now to reflect the TSEMP "you just fired byebye aim next turn" penalty?

They were always G5 (or they were always supposed to be, I might've typo'd. They're just computer controlled so they can't aim well).



Olothreutes posted:

Just a nitpick, but nuclear power plants WANT to be critical. The bad state is super critical (technically prompt super critical is the really bad one but every nuclear plant in the world is designed so that can't happen).

I didn't say anything about nuclear power plants.

Ice Fist
Jun 20, 2012

^^ Please send feedback to beefstache911@hotmail.com, this is not a joke that 'stache is the real deal. Serious assessments only. ^^

PoptartsNinja posted:

I didn't say anything about nuclear power plants.

It's still pretty funny to imagine Comstar causing meltdowns across a planet

Adbot
ADBOT LOVES YOU

Olothreutes
Mar 31, 2007

AtomikKrab posted:

These are fusion plants and not fission though, and battletech runs off pure distilled 80s.

The term "critical" as applied to nuclear stuff just means a 1 to 1 replacement ratio of neutrons that cause fission events. Basically each fission releases a few neutrons and on average one of those causes another fission.

Fusion doesn't rely on neutrons at all, so the term is meaningless in that context. Also with a fusion plant you just turn off the magnets and the plasma dissipates. Or you shut off the lasers and stop feeding targets into the ICF chamber.

However much space 80's there is, I still care about this stuff.

PoptartsNinja posted:

I didn't say anything about nuclear power plants.

Fair point. I just never hear the term used outside of nuclear, and most of the time I hear it misused when applied to nuclear.

  • Locked thread